//
//  Utils.h
//  Demo
//
//  Created by CG on 13-10-3.
//
//

#ifndef Demo_Utils_h
#define Demo_Utils_h

#include <cocos2d.h>



/*
//Tag
int kGameLayerTag = 100;


//Zorder
int kGameLayerZOrder = 0;


//
int kGameLayerTouchPriority = 0;
*/

//
//#define PTM_RATIO 32
extern int kPTM_RATIO;
extern cocos2d::CCPoint Box2DGravity;

//玩家拖动球的时候，最大力数值

extern float MaxForceForMove;
extern float MaxForceForShoot;
extern float MaxRangeRadiusForShoot;//蓄力范围


//Tag
extern int kGameLayerTag;


extern int kBallTag;
extern int kBallZOrder;

extern int kBucketTag;
extern int kBucketZOrder;


////////////////////////
//extern int kRedBallTag;
//extern int kBlueBallTag;
extern int kBallDirectionArrowTag;
extern int kShootCircleTag;
extern int kShootRangeTag;
extern int kShootPathTag;

//extern int kRedBucketTag;
//extern int kBlueBucketTag;

extern int kBackgroundTag;

//Zorder
extern int kGameLayerZOrder;
extern int kBallZOrder;
//extern int kRedBallZOrder;
//extern int kBlueBallZOrder;

extern int kBackgroundZOrder;

//
extern int kGameLayerTouchPriority;
extern int kBallTouchPriority;


//球的状态

enum BallState{
    BallStateNone = 0,      //闲置
    
    BallStateSelected = 1,  //选中
    
    BallStateMove = 2,      //拖动
    
    BallStateShoot = 3,      //射击
    
    BallStateFinish = 4
};



enum ObjectType
{
    ObjectType_Red = 0,
    ObjectType_Blue = 1,
    ObjectType_Green,
    ObjectType_Bluck
    ////////////
    ////////////and other types
};
enum ObjectClassification
{
    ObjectClassification_None = 0,
    ObjectClassification_Ball = 1,
    ObjectClassification_Bucket = 2,
    ObjectClassification_Obstacle /////and others
};

cocos2d::CCSize getWinSize();
 
#endif
